The key to the sound of the instruments I'm using here was layering, I often stacked as many as 8 different articulations together. The violins include both solo and 14 Violins sampled articulations of: sustained, legato, portamento and tremolo. Normally it would be questionable to stack such a variety of articulations, but I feel it works in this setting because of the dreamy waveyness of the song itself.. Much of the workflow speed came from this method. Having these layers with polyphonic legato turned on (Thanks to VI Pro) allowed me to play one take for a polyphonic violin section and it would sound fairly natural and interesting straight away.

I used 2 x VSS3 reverbs (using TC Powercore) for the space. I had set as a short reverb and the other set as a dreamy long reverb for those instruments i really wanted to add dreamyness and wash to. Because I wanted more of a surreal and glossy sound, I chose to use synthetic reverb instead of convolution.

As for mixing I chose to use Waves SSL plugins for the EQ and Compression, and the occasional Waves API plugin for EQ and Compression. I also used a mix of Waves and TC Powercore plugins for mastering. I mastered this track fairly loud for an orchestral track, to be more listenable outside of a game setting (I think this is different to what many pros do, but it felt right).

You may notice the choirs feeling like they fade in unnaturally, it was a choice between that slow attack or a fairly unnatural and musically inappropriate (for this song) sounding sampled choir attack.. It is important to remember that the musicality of a sound (i.e. it has a clear purpose, even if that purpose is to be purposeless) can sell a feeling to the listener, which is often more important than the realism of the sound itself.